[MUD-Dev] [ECOSYSTEMS] Fishing in the real world

Daniel.Harman at barclayscapital.com Daniel.Harman at barclayscapital.com
Fri Nov 2 10:46:54 New Zealand Daylight Time 2001

> -----Original Message-----
> From: Adam Martin [mailto:ya_hoo_com at yahoo.com]

> Although I would hope my point is obvious, I thought the clear
> parallels with the problems (and some suggested solutions) of MMOG
> ecosystems were interesting. Personally, within MMOGs I have
> tended to prefer the "some breeding area which the creatures breed
> in with one-way exits, or creature-only two-way exits enabling
> them to flee from pursuers up until the point where there are too
> many of them and they have to go out into the wide world"
> approach. This is very similar to what is being suggested with
> nature reserves (although of course that doesn't imply much about
> its relative effectiveness as a MMOG solution, bearing in mind how
> much more control programmers have over their world than humans
> have in real life).

Of course, this is mutually exclusive to having intelligent mobs, as
what intelligent tribe of orcs is going to abandonen their
invulnerable zone.

Anyway as someone else pointed out, what the difference between
actually modelling an area but not letting players in, and just
spawning stuff at a point where conceptually you want the zone to
exist. As far as I can see none.

I'm fairly convinced that the pure modelling approach simply won't
make a fun game. The scales would have to be obscene, and tracking
through a forest for 12 hours and only seeing one animal probably
isn't most people's cup of tea.

Having said that, I do take your point on board :) I just contend
its value in a game.

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